Merge branch 'master' into master

This commit is contained in:
Fire_Head
2019-08-15 05:06:52 +03:00
committed by GitHub
64 changed files with 6132 additions and 408 deletions

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@ -0,0 +1,5 @@
#include "common.h"
#include "patcher.h"
#include "AutoPilot.h"
WRAPPER void CAutoPilot::ModifySpeed(float) { EAXJMP(0x4137B0); }

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@ -1,4 +1,5 @@
#pragma once
#include "Timer.h"
class CVehicle;
@ -62,26 +63,26 @@ public:
uint32 m_nCurrentRouteNode;
uint32 m_nNextRouteNode;
uint32 m_nPrevRouteNode;
uint32 m_nTotalSpeedScaleFactor;
uint32 m_nSpeedScaleFactor;
uint32 m_nTimeEnteredCurve;
uint32 m_nTimeToSpendOnCurrentCurve;
uint32 m_nCurrentPathNodeInfo;
uint32 m_nNextPathNodeInfo;
uint32 m_nPreviousPathNodeInfo;
uint32 m_nTimeToStartMission;
uint32 m_nTimeSwitchedToRealPhysics;
uint32 m_nAntiReverseTimer;
int8 m_nPreviousDirection;
int8 m_nCurrentDirecton;
int8 m_nCurrentDirection;
int8 m_nNextDirection;
int8 m_nPreviousLane;
int8 m_nCurrentLane;
int8 m_nNextLane;
eCarDrivingStyle m_nDrivingStyle;
eCarMission m_nCarMission;
eCarTempAction m_nAnimationId;
uint8 m_nAnimationTime;
eCarTempAction m_nTempAction;
uint32 m_nTimeTempAction;
float m_fMaxTrafficSpeed;
uint8 m_nCruiseSpeed;
uint8 m_flag1 : 1;
uint8 m_flag2 : 1;
uint8 m_bSlowedDownBecauseOfPeds : 1;
uint8 m_flag4 : 1;
uint8 m_flag8 : 1;
uint8 m_flag10 : 1;
@ -94,26 +95,28 @@ public:
m_nPrevRouteNode = 0;
m_nNextRouteNode = m_nPrevRouteNode;
m_nCurrentRouteNode = m_nNextRouteNode;
m_nTotalSpeedScaleFactor = 0;
m_nSpeedScaleFactor = 1000;
m_nTimeEnteredCurve = 0;
m_nTimeToSpendOnCurrentCurve = 1000;
m_nPreviousPathNodeInfo = 0;
m_nNextPathNodeInfo = m_nPreviousPathNodeInfo;
m_nCurrentPathNodeInfo = m_nNextPathNodeInfo;
m_nNextDirection = 1;
m_nCurrentDirecton = m_nNextDirection;
m_nPreviousLane = m_nCurrentLane = 0;
m_nCurrentDirection = m_nNextDirection;
m_nCurrentLane = m_nNextLane = 0;
m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
m_nCarMission = MISSION_NONE;
m_nAnimationId = TEMPACT_NONE;
m_nTempAction = TEMPACT_NONE;
m_nCruiseSpeed = 10;
m_fMaxTrafficSpeed = 10.0f;
m_flag2 = false;
m_bSlowedDownBecauseOfPeds = false;
m_flag1 = false;
m_nPathFindNodesCount = 0;
m_pTargetCar = 0;
m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
m_nTimeSwitchedToRealPhysics = m_nTimeToStartMission;
m_nAntiReverseTimer = m_nTimeToStartMission;
m_flag8 = false;
}
void ModifySpeed(float);
};
static_assert(sizeof(CAutoPilot) == 0x70, "CAutoPilot: error");

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@ -2,5 +2,21 @@
#include "patcher.h"
#include "CarAI.h"
#include "AutoPilot.h"
#include "Timer.h"
#include "Vehicle.h"
WRAPPER void CCarAI::UpdateCarAI(CVehicle*) { EAXJMP(0x413E50); }
WRAPPER void CCarAI::MakeWayForCarWithSiren(CVehicle *veh) { EAXJMP(0x416280); }
WRAPPER eCarMission CCarAI::FindPoliceCarMissionForWantedLevel() { EAXJMP(0x415E30); }
WRAPPER int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle*) { EAXJMP(0x415EB0); }
WRAPPER void CCarAI::AddPoliceOccupants(CVehicle*) { EAXJMP(0x415C60); }
void CCarAI::CarHasReasonToStop(CVehicle* pVehicle)
{
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
}
STARTPATCHES
InjectHook(0x415B00, &CCarAI::CarHasReasonToStop, PATCH_JUMP);
ENDPATCHES

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@ -1,5 +1,7 @@
#pragma once
#include "AutoPilot.h"
class CVehicle;
class CCarAI
@ -7,4 +9,8 @@ class CCarAI
public:
static void UpdateCarAI(CVehicle*);
static void MakeWayForCarWithSiren(CVehicle *veh);
static int32 FindPoliceCarSpeedForWantedLevel(CVehicle*);
static eCarMission FindPoliceCarMissionForWantedLevel();
static void AddPoliceOccupants(CVehicle*);
static void CarHasReasonToStop(CVehicle*);
};

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@ -2,6 +2,38 @@
#include "patcher.h"
#include "CarCtrl.h"
#include "Automobile.h"
#include "Camera.h"
#include "CarAI.h"
#include "CarGen.h"
#include "Cranes.h"
#include "Curves.h"
#include "CutsceneMgr.h"
#include "Gangs.h"
#include "Garages.h"
#include "General.h"
#include "IniFile.h"
#include "ModelIndices.h"
#include "PathFind.h"
#include "Ped.h"
#include "PlayerInfo.h"
#include "PlayerPed.h"
#include "Pools.h"
#include "Renderer.h"
#include "RoadBlocks.h"
#include "Timer.h"
#include "TrafficLights.h"
#include "Streaming.h"
#include "VisibilityPlugins.h"
#include "Vehicle.h"
#include "Wanted.h"
#include "World.h"
#include "Zones.h"
#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f
#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f
#define INFINITE_Z 1000000000.0f
int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
@ -10,17 +42,833 @@ float& CCarCtrl::CarDensityMultiplier = *(float*)0x5EC8B4;
int32 &CCarCtrl::NumMissionCars = *(int32*)0x8F1B54;
int32 &CCarCtrl::NumRandomCars = *(int32*)0x943118;
int32 &CCarCtrl::NumParkedCars = *(int32*)0x8F29E0;
int8 &CCarCtrl::CountDownToCarsAtStart = *(int8*)0x95CD63;
int32 &CCarCtrl::MaxNumberOfCarsInUse = *(int32*)0x5EC8B8;
uint32 &CCarCtrl::LastTimeLawEnforcerCreated = *(uint32*)0x8F5FF0;
int32 (&CCarCtrl::TotalNumOfCarsOfRating)[7] = *(int32(*)[7])*(uintptr*)0x8F1A60;
int32 (&CCarCtrl::NextCarOfRating)[7] = *(int32(*)[7])*(uintptr*)0x9412AC;
int32 (&CCarCtrl::CarArrays)[7][MAX_CAR_MODELS_IN_ARRAY] = *(int32(*)[7][MAX_CAR_MODELS_IN_ARRAY])*(uintptr*)0x6EB860;
CVehicle* (&apCarsToKeep)[MAX_CARS_TO_KEEP] = *(CVehicle*(*)[MAX_CARS_TO_KEEP])*(uintptr*)0x70D830;
WRAPPER void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle*) { EAXJMP(0x41F7F0); }
WRAPPER void CCarCtrl::AddToCarArray(int32 id, int32 vehclass) { EAXJMP(0x4182F0); }
WRAPPER void CCarCtrl::UpdateCarCount(CVehicle*, bool) { EAXJMP(0x4202E0); }
WRAPPER int32 CCarCtrl::ChooseCarModel(int32 vehclass) { EAXJMP(0x418110); }
WRAPPER bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle*, CVector, bool) { EAXJMP(0x41FA00); }
WRAPPER void CCarCtrl::JoinCarWithRoadSystem(CVehicle*) { EAXJMP(0x41F820); }
WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); }
WRAPPER void CCarCtrl::UpdateCarOnRails(CVehicle*) { EAXJMP(0x418880); }
WRAPPER void CCarCtrl::ScanForPedDanger(CVehicle *veh) { EAXJMP(0x418F40); }
WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x41F7A0); }
WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); }
WRAPPER void CCarCtrl::PickNextNodeAccordingStrategy(CVehicle*) { EAXJMP(0x41BA50); }
WRAPPER void CCarCtrl::DragCarToPoint(CVehicle*, CVector*) { EAXJMP(0x41D450); }
WRAPPER void CCarCtrl::SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419B40); }
WRAPPER void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float) { EAXJMP(0x419300); }
void
CCarCtrl::GenerateRandomCars()
{
if (CCutsceneMgr::IsCutsceneProcessing())
return;
if (NumRandomCars < 30){
if (CountDownToCarsAtStart == 0){
GenerateOneRandomCar();
}
else if (--CountDownToCarsAtStart == 0) {
for (int i = 0; i < 50; i++)
GenerateOneRandomCar();
CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = 20;
}
}
/* Approximately once per 4 seconds. */
if ((CTimer::GetTimeInMilliseconds() & 0xFFFFF000) != (CTimer::GetPreviousTimeInMilliseconds() & 0xFFFFF000))
GenerateEmergencyServicesCar();
}
void
CCarCtrl::GenerateOneRandomCar()
{
static int32 unk = 0;
CPlayerInfo* pPlayer = &CWorld::Players[CWorld::PlayerInFocus];
CVector vecTargetPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
CVector2D vecPlayerSpeed = FindPlayerSpeed();
CZoneInfo zone;
CTheZones::GetZoneInfoForTimeOfDay(&vecTargetPos, &zone);
pPlayer->m_nTrafficMultiplier = pPlayer->m_fRoadDensity * zone.carDensity;
if (NumRandomCars >= pPlayer->m_nTrafficMultiplier * CarDensityMultiplier * CIniFile::CarNumberMultiplier)
return;
if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars >= MaxNumberOfCarsInUse)
return;
CWanted* pWanted = pPlayer->m_pPed->m_pWanted;
int carClass;
int carModel;
if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
pWanted->m_CurrentCops < pWanted->m_MaxCops && (
pWanted->m_nWantedLevel > 3 ||
pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
/* Last pWanted->m_nWantedLevel > 1 is unnecessary but I added it for better readability. */
/* Wouldn't be surprised it was there originally but was optimized out. */
carClass = COPS;
carModel = ChoosePoliceCarModel();
}else{
carModel = ChooseModel(&zone, &vecTargetPos, &carClass);
if (carClass == COPS && pWanted->m_nWantedLevel >= 1)
/* All cop spawns with wanted level are handled by condition above. */
/* In particular it means that cop cars never spawn if player has wanted level of 1. */
return;
}
float frontX, frontY;
float preferredDistance, angleLimit;
bool invertAngleLimitTest;
CVector spawnPosition;
int32 curNodeId, nextNodeId;
float positionBetweenNodes;
bool testForCollision;
CVehicle* pPlayerVehicle = FindPlayerVehicle();
CVector2D vecPlayerVehicleSpeed;
float fPlayerVehicleSpeed;
if (pPlayerVehicle) {
vecPlayerVehicleSpeed = FindPlayerVehicle()->GetMoveSpeed();
fPlayerVehicleSpeed = vecPlayerVehicleSpeed.Magnitude();
}
if (TheCamera.GetForward().z < -0.9f){
/* Player uses topdown camera. */
/* Spawn essentially anywhere. */
frontX = frontY = 0.707f; /* 45 degrees */
angleLimit = -1.0f;
invertAngleLimitTest = true;
preferredDistance = 40.0f;
/* BUG: testForCollision not initialized in original game. */
testForCollision = false;
}else if (!pPlayerVehicle){
/* Player is not in vehicle. */
testForCollision = true;
frontX = TheCamera.CamFrontXNorm;
frontY = TheCamera.CamFrontYNorm;
switch (CTimer::GetFrameCounter() & 1) {
case 0:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = 40.0f;
break;
}
}else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */
/* Player is moving fast in vehicle */
/* Prefer spawning vehicles very far away from him. */
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
case 1:
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
break;
case 2:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
break;
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = 40.0f;
break;
}
}else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
/* Player is moving moderately fast in vehicle */
/* Spawn more vehicles to player's side. */
frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed;
frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed;
testForCollision = false;
switch (CTimer::GetFrameCounter() & 3) {
case 0:
/* Spawn a vehicle in a very narrow gap in front of a player */
angleLimit = 0.85f; /* approx 30 degrees */
invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
break;
case 2:
case 3:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = 40.0f;
break;
}
}else{
/* Player is in vehicle but moving very slow. */
/* Then use camera direction instead of vehicle direction. */
testForCollision = true;
frontX = TheCamera.CamFrontXNorm;
frontY = TheCamera.CamFrontYNorm;
switch (CTimer::GetFrameCounter() & 1) {
case 0:
/* Spawn a vehicle relatively far away from player. */
/* Forward to his current direction (camera direction). */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = true;
preferredDistance = 120.0f * TheCamera.GenerationDistMultiplier;
break;
case 1:
/* Spawn a vehicle close to player to his side. */
/* Kinda not within camera angle. */
angleLimit = 0.707f; /* 45 degrees */
invertAngleLimitTest = false;
preferredDistance = 40.0f;
break;
}
}
if (!ThePaths.NewGenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId,
&positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1))
return;
int16 colliding;
CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
if (colliding)
/* If something is already present in spawn position, do not create vehicle*/
return;
if (!ThePaths.TestCoorsCloseness(vecTargetPos, false, spawnPosition))
/* Testing if spawn position can reach target position via valid path. */
return;
int16 idInNode = 0;
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
while (idInNode < pCurNode->numLinks &&
ThePaths.m_connections[idInNode + pCurNode->firstLink] != nextNodeId)
idInNode++;
int16 connectionId = ThePaths.m_carPathConnections[idInNode + pCurNode->firstLink];
CCarPathLink* pPathLink = &ThePaths.m_carPathLinks[connectionId];
int16 lanesOnCurrentRoad = pPathLink->pathNodeIndex == nextNodeId ? pPathLink->numLeftLanes : pPathLink->numRightLanes;
CVehicleModelInfo* pModelInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(carModel);
if (lanesOnCurrentRoad == 0 || pModelInfo->m_vehicleType == VEHICLE_TYPE_BIKE)
/* Not spawning vehicle if road is one way and intended direction is opposide to that way. */
/* Also not spawning bikes but they don't exist in final game. */
return;
CAutomobile* pCar = new CAutomobile(carModel, RANDOM_VEHICLE);
pCar->AutoPilot.m_nPrevRouteNode = 0;
pCar->AutoPilot.m_nCurrentRouteNode = curNodeId;
pCar->AutoPilot.m_nNextRouteNode = nextNodeId;
switch (carClass) {
case POOR:
case RICH:
case EXEC:
case WORKER:
case SPECIAL:
case BIG:
case TAXI:
case MAFIA:
case TRIAD:
case DIABLO:
case YAKUZA:
case YARDIE:
case COLOMB:
case NINES:
case GANG8:
case GANG9:
{
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
if (carClass == EXEC)
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
else if (carClass == POOR || carClass == SPECIAL)
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex());
if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicleInfo->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
pCar->AutoPilot.m_nCruiseSpeed *= 3;
pCar->AutoPilot.m_nCruiseSpeed /= 4;
}
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
break;
}
case COPS:
pCar->AutoPilot.m_nTempAction = TEMPACT_NONE;
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
pCar->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pCar);
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed / 2;
pCar->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
}else{
pCar->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 16);
pCar->AutoPilot.m_fMaxTrafficSpeed = pCar->AutoPilot.m_nCruiseSpeed;
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
pCar->AutoPilot.m_nCarMission = MISSION_CRUISE;
}
if (carModel == MI_FBICAR){
pCar->m_currentColour1 = 0;
pCar->m_currentColour2 = 0;
/* FBI cars are gray in carcols, but we want them black if they going after player. */
}
default:
break;
}
if (pCar && pCar->GetModelIndex() == MI_MRWHOOP)
pCar->m_bSirenOrAlarm = true;
pCar->AutoPilot.m_nNextPathNodeInfo = connectionId;
pCar->AutoPilot.m_nNextLane = pCar->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
CColBox* boundingBox = &CModelInfo::GetModelInfo(pCar->GetModelIndex())->GetColModel()->boundingBox;
float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
float distanceBetweenNodes = (pCurNode->pos - pNextNode->pos).Magnitude2D();
/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
/* Otherwise put it at least in a way that full vehicle length fits between two nodes. */
if (distanceBetweenNodes / 2 < carLength)
positionBetweenNodes = 0.5f;
else
positionBetweenNodes = min(1.0f - carLength / distanceBetweenNodes, max(carLength / distanceBetweenNodes, positionBetweenNodes));
pCar->AutoPilot.m_nNextDirection = (curNodeId >= nextNodeId) ? 1 : -1;
if (pCurNode->numLinks == 1){
/* Do not create vehicle if there is nowhere to go. */
delete pCar;
return;
}
int16 nextConnection = pCar->AutoPilot.m_nNextPathNodeInfo;
int16 newLink;
while (nextConnection == pCar->AutoPilot.m_nNextPathNodeInfo){
newLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
nextConnection = ThePaths.m_carPathConnections[newLink + pCurNode->firstLink];
}
pCar->AutoPilot.m_nCurrentPathNodeInfo = nextConnection;
pCar->AutoPilot.m_nCurrentDirection = (ThePaths.m_connections[newLink + pCurNode->firstLink] >= curNodeId) ? 1 : -1;
CVector2D vecBetweenNodes = pNextNode->pos - pCurNode->pos;
float forwardX, forwardY;
float distBetweenNodes = vecBetweenNodes.Magnitude();
if (distanceBetweenNodes == 0.0f){
forwardX = 1.0f;
forwardY = 0.0f;
}else{
forwardX = vecBetweenNodes.x / distBetweenNodes;
forwardY = vecBetweenNodes.y / distBetweenNodes;
}
/* I think the following might be some form of SetRotateZOnly. */
/* Setting up direction between two car nodes. */
pCar->GetForward() = CVector(forwardX, forwardY, 0.0f);
pCar->GetRight() = CVector(forwardY, -forwardX, 0.0f);
pCar->GetUp() = CVector(0.0f, 0.0f, 1.0f);
float currentPathLinkForwardX = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dirX;
float currentPathLinkForwardY = pCar->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo].dirY;
float nextPathLinkForwardX = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirX;
float nextPathLinkForwardY = pCar->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo].dirY;
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pCar->AutoPilot.m_nNextPathNodeInfo];
CVector positionOnCurrentLinkIncludingLane(
pCurrentLink->posX + GetOffsetOfLaneFromCenterOfRoad(pCar->AutoPilot.m_nCurrentLane, pCurrentLink) * currentPathLinkForwardY,
pCurrentLink->posY - GetOffsetOfLaneFromCenterOfRoad(pCar->AutoPilot.m_nCurrentLane, pCurrentLink) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
pNextLink->posX + GetOffsetOfLaneFromCenterOfRoad(pCar->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardY,
pNextLink->posY - GetOffsetOfLaneFromCenterOfRoad(pCar->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardX,
0.0f);
float directionCurrentLinkX = pCurrentLink->dirX * pCar->AutoPilot.m_nCurrentDirection;
float directionCurrentLinkY = pCurrentLink->dirY * pCar->AutoPilot.m_nCurrentDirection;
float directionNextLinkX = pNextLink->dirX * pCar->AutoPilot.m_nNextDirection;
float directionNextLinkY = pNextLink->dirY * pCar->AutoPilot.m_nNextDirection;
/* We want to make a path between two links that may not have the same forward directions a curve. */
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
directionCurrentLinkX, directionCurrentLinkY,
directionNextLinkX, directionNextLinkY
) * (1000.0f / pCar->AutoPilot.m_fMaxTrafficSpeed);
#ifdef FIX_BUGS
/* Casting timer to float is very unwanted. In this case it's not awful */
/* but in CAutoPilot::ModifySpeed it can even cause crashes (see SilentPatch). */
pCar->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
(uint32)((0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve);
#else
pCar->AutoPilot.m_nTotalSpeedScaleFactor = CTimer::GetTimeInMilliseconds() -
(0.5f + positionBetweenNodes) * pCar->AutoPilot.m_nSpeedScaleFactor;
#endif
CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f);
CVector positionIncludingCurve;
CVector directionIncludingCurve;
CCurves::CalcCurvePoint(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
&directionCurrentLink,
&directionNextLink,
GetPositionAlongCurrentCurve(pCar),
pCar->AutoPilot.m_nTimeToSpendOnCurrentCurve,
&positionIncludingCurve,
&directionIncludingCurve
);
CVector vectorBetweenNodes = pCurNode->pos - pNextNode->pos;
CVector finalPosition = positionIncludingCurve + vectorBetweenNodes * 2.0f / vectorBetweenNodes.Magnitude();
finalPosition.z = positionBetweenNodes * pNextNode->pos.z +
(1.0f - positionBetweenNodes) * pCurNode->pos.z;
float groundZ = INFINITE_Z;
CColPoint colPoint;
CEntity* pEntity;
if (CWorld::ProcessVerticalLine(finalPosition, 1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil))
groundZ = colPoint.point.z;
if (CWorld::ProcessVerticalLine(finalPosition, -1000.0f, colPoint, pEntity, true, false, false, false, true, false, nil)){
if (ABS(colPoint.point.z - finalPosition.z) < ABS(groundZ - finalPosition.z))
groundZ = colPoint.point.z;
}
if (groundZ == INFINITE_Z || ABS(groundZ - finalPosition.z) > 7.0f) {
/* Failed to find ground or too far from expected position. */
delete pCar;
return;
}
finalPosition.z = groundZ + pCar->GetHeightAboveRoad();
pCar->GetPosition() = finalPosition;
pCar->SetMoveSpeed(directionIncludingCurve / 60.0f);
CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed;
CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
switch (carClass) {
case POOR:
case RICH:
case EXEC:
case WORKER:
case SPECIAL:
case BIG:
case TAXI:
case MAFIA:
case TRIAD:
case DIABLO:
case YAKUZA:
case YARDIE:
case COLOMB:
case NINES:
case GANG8:
case GANG9:
pCar->m_status = STATUS_SIMPLE;
break;
case COPS:
pCar->m_status = (pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS;
pCar->ChangeLawEnforcerState(1);
break;
default:
break;
}
CVisibilityPlugins::SetClumpAlpha(pCar->GetClump(), 0);
if (!pCar->GetIsOnScreen()){
if ((vecTargetPos - pCar->GetPosition()).Magnitude2D() > 50.0f) {
/* Too far away cars that are not visible aren't needed. */
delete pCar;
return;
}
}else if((vecTargetPos - pCar->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * 130.0f ||
(vecTargetPos - pCar->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 110.0f){
delete pCar;
return;
}else if((TheCamera.GetPosition() - pCar->GetPosition()).Magnitude2D() < 90.0f * TheCamera.GenerationDistMultiplier){
delete pCar;
return;
}
CVehicleModelInfo* pVehicleModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(pCar->GetModelIndex());
float radiusToTest = pVehicleModel->GetColModel()->boundingSphere.radius;
if (testForCollision){
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest + 20.0f, true, &colliding, 2, nil, false, true, false, false, false);
if (colliding){
delete pCar;
return;
}
}
CWorld::FindObjectsKindaColliding(pCar->GetPosition(), radiusToTest, true, &colliding, 2, nil, false, true, false, false, false);
if (colliding){
delete pCar;
return;
}
if (speedDifferenceWithTarget.x * distanceToTarget.x +
speedDifferenceWithTarget.y * distanceToTarget.y >= 0.0f){
delete pCar;
return;
}
pVehicleModel->AvoidSameVehicleColour(&pCar->m_currentColour1, &pCar->m_currentColour2);
CWorld::Add(pCar);
if (carClass == COPS)
CCarAI::AddPoliceOccupants(pCar);
else
pCar->SetUpDriver();
if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */
pCar->m_status = STATUS_PHYSICS;
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pCar->AutoPilot.m_nCruiseSpeed += 10;
}
if (carClass == COPS)
LastTimeLawEnforcerCreated = CTimer::GetTimeInMilliseconds();
}
int32
CCarCtrl::ChooseModel(CZoneInfo* pZone, CVector* pPos, int* pClass) {
int32 model = -1;;
while (model == -1 || !CStreaming::HasModelLoaded(model)){
int rnd = CGeneral::GetRandomNumberInRange(0, 1000);
if (rnd < pZone->carThreshold[0])
model = CCarCtrl::ChooseCarModel((*pClass = POOR));
else if (rnd < pZone->carThreshold[1])
model = CCarCtrl::ChooseCarModel((*pClass = RICH));
else if (rnd < pZone->carThreshold[2])
model = CCarCtrl::ChooseCarModel((*pClass = EXEC));
else if (rnd < pZone->carThreshold[3])
model = CCarCtrl::ChooseCarModel((*pClass = WORKER));
else if (rnd < pZone->carThreshold[4])
model = CCarCtrl::ChooseCarModel((*pClass = SPECIAL));
else if (rnd < pZone->carThreshold[5])
model = CCarCtrl::ChooseCarModel((*pClass = BIG));
else if (rnd < pZone->copThreshold)
*pClass = COPS, model = CCarCtrl::ChoosePoliceCarModel();
else if (rnd < pZone->gangThreshold[0])
model = CCarCtrl::ChooseGangCarModel((*pClass = MAFIA) - MAFIA);
else if (rnd < pZone->gangThreshold[1])
model = CCarCtrl::ChooseGangCarModel((*pClass = TRIAD) - MAFIA);
else if (rnd < pZone->gangThreshold[2])
model = CCarCtrl::ChooseGangCarModel((*pClass = DIABLO) - MAFIA);
else if (rnd < pZone->gangThreshold[3])
model = CCarCtrl::ChooseGangCarModel((*pClass = YAKUZA) - MAFIA);
else if (rnd < pZone->gangThreshold[4])
model = CCarCtrl::ChooseGangCarModel((*pClass = YARDIE) - MAFIA);
else if (rnd < pZone->gangThreshold[5])
model = CCarCtrl::ChooseGangCarModel((*pClass = COLOMB) - MAFIA);
else if (rnd < pZone->gangThreshold[6])
model = CCarCtrl::ChooseGangCarModel((*pClass = NINES) - MAFIA);
else if (rnd < pZone->gangThreshold[7])
model = CCarCtrl::ChooseGangCarModel((*pClass = GANG8) - MAFIA);
else if (rnd < pZone->gangThreshold[8])
model = CCarCtrl::ChooseGangCarModel((*pClass = GANG9) - MAFIA);
else
model = CCarCtrl::ChooseCarModel((*pClass = TAXI));
}
return model;
}
int32
CCarCtrl::ChooseCarModel(int32 vehclass)
{
int32 model = -1;
switch (vehclass) {
case POOR:
case RICH:
case EXEC:
case WORKER:
case SPECIAL:
case BIG:
case TAXI:
{
if (TotalNumOfCarsOfRating[vehclass] == 0)
debug("ChooseCarModel : No cars of type %d have been declared\n");
model = CarArrays[vehclass][NextCarOfRating[vehclass]];
int32 total = TotalNumOfCarsOfRating[vehclass];
NextCarOfRating[vehclass] += 1 + CGeneral::GetRandomNumberInRange(0, total - 1);
while (NextCarOfRating[vehclass] >= total)
NextCarOfRating[vehclass] -= total;
//NextCarOfRating[vehclass] %= total;
TotalNumOfCarsOfRating[vehclass] = total; /* why... */
}
default:
break;
}
return model;
}
int32
CCarCtrl::ChoosePoliceCarModel(void)
{
if (FindPlayerPed()->m_pWanted->AreSwatRequired() &&
CStreaming::HasModelLoaded(MI_ENFORCER) &&
CStreaming::HasModelLoaded(MI_POLICE))
return ((CGeneral::GetRandomNumber() & 0xF) == 0) ? MI_ENFORCER : MI_POLICE;
if (FindPlayerPed()->m_pWanted->AreFbiRequired() &&
CStreaming::HasModelLoaded(MI_FBICAR) &&
CStreaming::HasModelLoaded(MI_FBI))
return MI_FBICAR;
if (FindPlayerPed()->m_pWanted->AreArmyRequired() &&
CStreaming::HasModelLoaded(MI_RHINO) &&
CStreaming::HasModelLoaded(MI_BARRACKS) &&
CStreaming::HasModelLoaded(MI_RHINO))
return CGeneral::GetRandomTrueFalse() ? MI_BARRACKS : MI_RHINO;
return MI_POLICE;
}
int32
CCarCtrl::ChooseGangCarModel(int32 gang)
{
if (CStreaming::HasModelLoaded(MI_GANG01 + 2 * gang) &&
CStreaming::HasModelLoaded(MI_GANG02 + 2 * gang))
return CGangs::GetGangVehicleModel(gang);
return -1;
}
void
CCarCtrl::AddToCarArray(int32 id, int32 vehclass)
{
CarArrays[vehclass][TotalNumOfCarsOfRating[vehclass]++] = id;
}
void
CCarCtrl::RemoveDistantCars()
{
uint32 i = CPools::GetVehiclePool()->GetSize();
while (--i){
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
if (!pVehicle)
continue;
PossiblyRemoveVehicle(pVehicle);
if (pVehicle->bCreateRoadBlockPeds){
if ((pVehicle->GetPosition() - FindPlayerCentreOfWorld(CWorld::PlayerInFocus)).Magnitude2D() < DISTANCE_TO_SPAWN_ROADBLOCK_PEDS) {
CRoadBlocks::GenerateRoadBlockCopsForCar(pVehicle, pVehicle->m_nRoadblockType, pVehicle->m_nRoadblockNode);
pVehicle->bCreateRoadBlockPeds = false;
}
}
}
}
void
CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
{
CVector vecPlayerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
/* BUG: this variable is initialized only in if-block below but can be used outside of it. */
if (!IsThisVehicleInteresting(pVehicle) && !pVehicle->bIsLocked &&
pVehicle->CanBeDeleted() && !CCranes::IsThisCarBeingTargettedByAnyCrane(pVehicle)){
if (pVehicle->bFadeOut && CVisibilityPlugins::GetClumpAlpha(pVehicle->GetClump()) == 0){
CWorld::Remove(pVehicle);
delete pVehicle;
return;
}
float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
float threshold = 50.0f;
if (pVehicle->GetIsOnScreen() ||
TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
TheCamera.Cams[TheCamera.ActiveCam].LookingBehind ||
TheCamera.GetLookDirection() == 0 ||
pVehicle->VehicleCreatedBy == PARKED_VEHICLE ||
pVehicle->GetModelIndex() == MI_AMBULAN ||
pVehicle->GetModelIndex() == MI_FIRETRUCK ||
pVehicle->bIsLawEnforcer ||
pVehicle->bIsCarParkVehicle
){
threshold = 130.0f * TheCamera.GenerationDistMultiplier;
}
if (pVehicle->bExtendedRange)
threshold *= 1.5f;
if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(&pVehicle->GetPosition())){
if (pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)){
pVehicle->bFadeOut = true;
}else{
CWorld::Remove(pVehicle);
delete pVehicle;
}
return;
}
}
if ((pVehicle->m_status == STATUS_SIMPLE || pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
!pVehicle->GetIsOnScreen() &&
(pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f &&
!IsThisVehicleInteresting(pVehicle) &&
!pVehicle->bIsLocked &&
!CTrafficLights::ShouldCarStopForLight(pVehicle, true) &&
!CTrafficLights::ShouldCarStopForBridge(pVehicle) &&
!CGarages::IsPointWithinHideOutGarage(&pVehicle->GetPosition())){
CWorld::Remove(pVehicle);
delete pVehicle;
return;
}
if (pVehicle->m_status != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
return;
if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
(!pVehicle->GetIsOnScreen() || !CRenderer::IsEntityCullZoneVisible(pVehicle))){
if ((pVehicle->GetPosition() - vecPlayerPos).MagnitudeSqr() > SQR(7.5f)){
if (!CGarages::IsPointWithinHideOutGarage(&pVehicle->GetPosition())){
CWorld::Remove(pVehicle);
delete pVehicle;
}
}
}
}
int32
CCarCtrl::CountCarsOfType(int32 mi)
{
int32 total = 0;
uint32 i = CPools::GetVehiclePool()->GetSize();
while (i--){
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
if (!pVehicle)
continue;
if (pVehicle->GetModelIndex() == mi)
total++;
}
return total;
}
bool
CCarCtrl::IsThisVehicleInteresting(CVehicle* pVehicle)
{
for (int i = 0; i < MAX_CARS_TO_KEEP; i++) {
if (apCarsToKeep[i] == pVehicle)
return true;
}
return false;
}
void
CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
{
if (pVehicle->AutoPilot.m_nTempAction == TEMPACT_WAIT){
pVehicle->SetMoveSpeed(0.0f, 0.0f, 0.0f);
pVehicle->AutoPilot.ModifySpeed(0.0f);
if (CTimer::GetTimeInMilliseconds() > pVehicle->AutoPilot.m_nTempAction){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nAntiReverseTimer = 0;
pVehicle->AutoPilot.m_nTimeToStartMission = 0;
}
return;
}
SlowCarOnRailsDownForTrafficAndLights(pVehicle);
if (pVehicle->AutoPilot.m_nTimeEnteredCurve + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve <= CTimer::GetTimeInMilliseconds())
PickNextNodeAccordingStrategy(pVehicle);
if (pVehicle->m_status == STATUS_PHYSICS)
return;
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
float currentPathLinkForwardX = pCurrentLink->dirX * pVehicle->AutoPilot.m_nCurrentDirection;
float currentPathLinkForwardY = pCurrentLink->dirY * pVehicle->AutoPilot.m_nCurrentDirection;
float nextPathLinkForwardX = pNextLink->dirX * pVehicle->AutoPilot.m_nNextDirection;
float nextPathLinkForwardY = pNextLink->dirY * pVehicle->AutoPilot.m_nNextDirection;
CVector positionOnCurrentLinkIncludingLane(
pCurrentLink->posX + GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nCurrentLane, pCurrentLink) * currentPathLinkForwardY,
pCurrentLink->posY - GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nCurrentLane, pCurrentLink) * currentPathLinkForwardX,
0.0f);
CVector positionOnNextLinkIncludingLane(
pNextLink->posX + GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardY,
pNextLink->posY - GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardX,
0.0f);
CVector directionCurrentLink(currentPathLinkForwardX, currentPathLinkForwardY, 0.0f);
CVector directionNextLink(nextPathLinkForwardX, nextPathLinkForwardY, 0.0f);
CVector positionIncludingCurve;
CVector directionIncludingCurve;
CCurves::CalcCurvePoint(
&positionOnCurrentLinkIncludingLane,
&positionOnNextLinkIncludingLane,
&directionCurrentLink,
&directionNextLink,
GetPositionAlongCurrentCurve(pVehicle),
pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve,
&positionIncludingCurve,
&directionIncludingCurve
);
positionIncludingCurve.z = 15.0f;
DragCarToPoint(pVehicle, &positionIncludingCurve);
pVehicle->SetMoveSpeed(directionIncludingCurve / 60.0f);
}
float
CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
{
if (pVehicle->AutoPilot.m_nDrivingStyle == MISSION_RAMPLAYER_FARAWAY ||
pVehicle->AutoPilot.m_nDrivingStyle == MISSION_RAMPLAYER_CLOSE)
return pVehicle->AutoPilot.m_nCruiseSpeed;
float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_DANGER;
int xstart = max(0, CWorld::GetSectorIndexX(left));
int xend = min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
int ystart = max(0, CWorld::GetSectorIndexY(top));
int yend = min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
assert(xstart <= xend);
assert(ystart <= yend);
float maxSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
CWorld::AdvanceCurrentScanCode();
for (int y = ystart; y <= yend; y++){
for (int x = xstart; x <= xend; x++){
CSector* s = CWorld::GetSector(x, y);
SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
}
}
pVehicle->bWarnedPeds = true;
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS)
return maxSpeed;
return (maxSpeed + pVehicle->AutoPilot.m_nDrivingStyle) / 2;
}
void
CCarCtrl::ScanForPedDanger(CVehicle* pVehicle)
{
bool storedSlowDownFlag = pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds;
float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_DANGER;
int xstart = max(0, CWorld::GetSectorIndexX(left));
int xend = min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
int ystart = max(0, CWorld::GetSectorIndexY(top));
int yend = min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
assert(xstart <= xend);
assert(ystart <= yend);
float maxSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
CWorld::AdvanceCurrentScanCode();
for (int y = ystart; y <= yend; y++) {
for (int x = xstart; x <= xend; x++) {
CSector* s = CWorld::GetSector(x, y);
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
}
}
pVehicle->bWarnedPeds = true;
pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = storedSlowDownFlag;
}
void
CCarCtrl::SlowCarOnRailsDownForTrafficAndLights(CVehicle* pVehicle)
{
float maxSpeed;
if (CTrafficLights::ShouldCarStopForLight(pVehicle, false) || CTrafficLights::ShouldCarStopForBridge(pVehicle)){
CCarAI::CarHasReasonToStop(pVehicle);
maxSpeed = 0.0f;
}else{
maxSpeed = FindMaximumSpeedForThisCarInTraffic(pVehicle);
}
float curSpeed = pVehicle->AutoPilot.m_fMaxTrafficSpeed;
if (maxSpeed >= curSpeed){
if (maxSpeed > curSpeed)
pVehicle->AutoPilot.ModifySpeed(min(maxSpeed, curSpeed + 0.05f * CTimer::GetTimeStep()));
}else{
if (curSpeed == 0.0f)
return;
if (curSpeed >= 0.1f)
pVehicle->AutoPilot.ModifySpeed(max(maxSpeed, curSpeed - 0.5f * CTimer::GetTimeStep()));
else if (curSpeed != 0.0f) /* no need to check */
pVehicle->AutoPilot.ModifySpeed(0.0f);
}
}
bool
CCarCtrl::MapCouldMoveInThisArea(float x, float y)
@ -29,3 +877,11 @@ CCarCtrl::MapCouldMoveInThisArea(float x, float y)
return x > -342.0f && x < -219.0f &&
y > -677.0f && y < -580.0f;
}
STARTPATCHES
InjectHook(0x416580, &CCarCtrl::GenerateRandomCars, PATCH_JUMP);
InjectHook(0x417EC0, &CCarCtrl::ChooseModel, PATCH_JUMP);
InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP);
InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP);
InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP);
ENDPATCHES

View File

@ -1,9 +1,38 @@
#pragma once
#include "PathFind.h"
#include "Vehicle.h"
class CVehicle;
class CZoneInfo;
enum{
MAX_CARS_TO_KEEP = 2,
MAX_CAR_MODELS_IN_ARRAY = 256,
};
#define LANE_WIDTH 5.0f
class CCarCtrl
{
enum eCarClass {
POOR = 0,
RICH,
EXEC,
WORKER,
SPECIAL,
BIG,
TAXI,
CLASS7,
MAFIA,
TRIAD,
DIABLO,
YAKUZA,
YARDIE,
COLOMB,
NINES,
GANG8,
GANG9,
COPS
};
public:
static void SwitchVehicleToRealPhysics(CVehicle*);
static void AddToCarArray(int32 id, int32 vehclass);
@ -16,6 +45,35 @@ public:
static bool MapCouldMoveInThisArea(float x, float y);
static void ScanForPedDanger(CVehicle *veh);
static void RemoveFromInterestingVehicleList(CVehicle*);
static void GenerateRandomCars(void);
static void GenerateOneRandomCar(void);
static void GenerateEmergencyServicesCar(void);
static int32 ChooseModel(CZoneInfo*, CVector*, int*);
static int32 ChoosePoliceCarModel(void);
static int32 ChooseGangCarModel(int32 gang);
static void RemoveDistantCars(void);
static void PossiblyRemoveVehicle(CVehicle*);
static bool IsThisVehicleInteresting(CVehicle*);
static int32 CountCarsOfType(int32 mi);
static void SlowCarOnRailsDownForTrafficAndLights(CVehicle*);
static void PickNextNodeAccordingStrategy(CVehicle*);
static void DragCarToPoint(CVehicle*, CVector*);
static float FindMaximumSpeedForThisCarInTraffic(CVehicle*);
static void SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float);
static void SlowCarDownForPedsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float);
static float GetOffsetOfLaneFromCenterOfRoad(int8 lane, CCarPathLink* pLink)
{
return (lane + ((pLink->numLeftLanes == 0) ? (0.5f - 0.5f * pLink->numRightLanes) :
((pLink->numRightLanes == 0) ? (0.5f - 0.5f * pLink->numLeftLanes) : 0.5f))) * LANE_WIDTH;
}
static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
{
uint32 timeInCurve = CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeEnteredCurve;
return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
}
static int32 &NumLawEnforcerCars;
static int32 &NumAmbulancesOnDuty;
@ -25,4 +83,12 @@ public:
static int32 &NumParkedCars;
static bool &bCarsGeneratedAroundCamera;
static float &CarDensityMultiplier;
static int8 &CountDownToCarsAtStart;
static int32 &MaxNumberOfCarsInUse;
static uint32 &LastTimeLawEnforcerCreated;
static int32 (&TotalNumOfCarsOfRating)[7];
static int32 (&NextCarOfRating)[7];
static int32 (&CarArrays)[7][MAX_CAR_MODELS_IN_ARRAY];
};
extern CVehicle* (&apCarsToKeep)[MAX_CARS_TO_KEEP];

5
src/control/Cranes.cpp Normal file
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@ -0,0 +1,5 @@
#include "common.h"
#include "patcher.h"
#include "Cranes.h"
WRAPPER bool CCranes::IsThisCarBeingTargettedByAnyCrane(CVehicle*) { EAXJMP(0x5451E0); }

10
src/control/Cranes.h Normal file
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@ -0,0 +1,10 @@
#pragma once
#include "common.h"
class CVehicle;
class CCranes
{
public:
static bool IsThisCarBeingTargettedByAnyCrane(CVehicle*);
};

6
src/control/Curves.cpp Normal file
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@ -0,0 +1,6 @@
#include "common.h"
#include "patcher.h"
#include "Curves.h"
WRAPPER float CCurves::CalcSpeedScaleFactor(CVector*, CVector*, float, float, float, float) { EAXJMP(0x420410); }
WRAPPER void CCurves::CalcCurvePoint(CVector*, CVector*, CVector*, CVector*, float, int32, CVector*, CVector*) { EAXJMP(0x4204D0); }

9
src/control/Curves.h Normal file
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@ -0,0 +1,9 @@
#pragma once
class CVector;
class CCurves
{
public:
static float CalcSpeedScaleFactor(CVector*, CVector*, float, float, float, float);
static void CalcCurvePoint(CVector*, CVector*, CVector*, CVector*, float, int32, CVector*, CVector*);
};

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@ -25,7 +25,7 @@ void CGangs::Initialize(void)
Gang[GANG_8].m_nVehicleMI = -1;
}
void CGangs::SetGangVehicleModel(int16 gang, int model)
void CGangs::SetGangVehicleModel(int16 gang, int32 model)
{
GetGangInfo(gang)->m_nVehicleMI = model;
}

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@ -33,7 +33,8 @@ class CGangs
{
public:
static void Initialize(void);
static void SetGangVehicleModel(int16, int);
static void SetGangVehicleModel(int16, int32);
static int32 GetGangVehicleModel(int16 gang) { return Gang[gang].m_nVehicleMI; }
static void SetGangWeapons(int16, eWeaponType, eWeaponType);
static void SetGangPedModelOverride(int16, int8);
static int8 GetGangPedModelOverride(int16);

View File

@ -69,6 +69,7 @@ bool CGarages::HasCarBeenCrushed(int32 handle)
}
WRAPPER void CGarages::TriggerMessage(char *text, int16, uint16 time, int16) { EAXJMP(0x426B20); }
WRAPPER bool CGarages::IsPointWithinHideOutGarage(CVector*) { EAXJMP(0x428260); }
#if 0
WRAPPER void CGarages::PrintMessages(void) { EAXJMP(0x426310); }

View File

@ -25,4 +25,5 @@ public:
static void TriggerMessage(char *text, int16, uint16 time, int16);
static void PrintMessages(void);
static bool HasCarBeenCrushed(int32);
static bool IsPointWithinHideOutGarage(CVector*);
};

File diff suppressed because it is too large Load Diff

View File

@ -2,24 +2,37 @@
#include "Treadable.h"
class CVehicle;
enum
{
PATH_CAR = 0,
PATH_PED = 1,
};
struct CPathNode
{
CVector pos;
CPathNode *prev; //?
CPathNode *prev;
CPathNode *next;
int16 unknown;
int16 distance; // in path search
int16 objectIndex;
int16 firstLink;
uint8 numLinks;
uint8 flags;
uint8 unkBits : 2;
uint8 bDeadEnd : 1;
uint8 bDisabled : 1;
uint8 bBetweenLevels : 1;
uint8 group;
/* VC:
int16 unk1;
/* For reference VC:
int16 prevIndex;
int16 nextIndex;
int16 x;
int16 y;
int16 z;
int16 unknown;
int16 distance;
int16 firstLink;
int8 width;
int8 group;
@ -40,6 +53,15 @@ struct CPathNode
*/
};
union CConnectionFlags
{
uint8 flags;
struct {
uint8 bCrossesRoad : 1;
uint8 bTrafficLight : 1;
};
};
struct CCarPathLink
{
float posX;
@ -50,10 +72,9 @@ struct CCarPathLink
int8 numLeftLanes;
int8 numRightLanes;
int8 trafficLightType;
int8 field15;
// probably only padding
int8 field16;
int8 field17;
uint8 bBridgeLights : 1;
// more?
};
struct CPathInfoForObject
@ -80,8 +101,6 @@ struct CTempNode
int8 numLeftLanes;
int8 numRightLanes;
int8 linkState;
// probably padding
int8 field1B;
};
struct CTempDetachedNode // unused
@ -102,39 +121,65 @@ public:
uint8 m_distances[20400];
int16 m_carPathConnections[20400];
*/
CPathNode m_pathNodes[4930];
CCarPathLink m_carPathLinks[2076];
CTreadable *m_mapObjects[1250];
uint8 m_objectFlags[1250];
int16 m_connections[10260];
int16 m_distances[10260];
uint8 m_connectionFlags[10260];
int16 m_carPathConnections[10260];
CPathNode m_pathNodes[NUM_PATHNODES];
CCarPathLink m_carPathLinks[NUM_CARPATHLINKS];
CTreadable *m_mapObjects[NUM_MAPOBJECTS];
uint8 m_objectFlags[NUM_MAPOBJECTS];
int16 m_connections[NUM_PATHCONNECTIONS];
int16 m_distances[NUM_PATHCONNECTIONS];
CConnectionFlags m_connectionFlags[NUM_PATHCONNECTIONS];
int16 m_carPathConnections[NUM_PATHCONNECTIONS];
int32 m_numPathNodes;
int32 m_numCarPathNodes;
int32 m_numPedPathNodes;
int16 m_numMapObjects;
int16 m_numConnections;
int32 m_numCarPathLinks;
int32 h;
int32 unk;
uint8 m_numGroups[2];
CPathNode m_aExtraPaths[872];
CPathNode m_searchNodes[512];
void Init(void);
void AllocatePathFindInfoMem(int16 numPathGroups);
void RegisterMapObject(CTreadable *mapObject);
void StoreNodeInfoPed(int16 id, int16 node, int8 type, int8 next, int16 x, int16 y, int16 z, int16 width, bool crossing);
void StoreNodeInfoCar(int16 id, int16 node, int8 type, int8 next, int16 x, int16 y, int16 z, int16 width, int8 numLeft, int8 numRight);
void CalcNodeCoors(int16 x, int16 y, int16 z, int32 id, CVector *out);
bool LoadPathFindData(void);
void PreparePathData(void);
void CountFloodFillGroups(uint8 type);
void PreparePathDataForType(uint8 type, CTempNode *tempnodes, CPathInfoForObject *objectpathinfo,
float unk, CTempDetachedNode *detachednodes, int unused);
void CalcNodeCoors(int16 x, int16 y, int16 z, int32 id, CVector *out);
void StoreNodeInfoPed(int16 id, int16 node, int8 type, int8 next, int16 x, int16 y, int16 z, int16 width, bool crossing);
void StoreNodeInfoCar(int16 id, int16 node, int8 type, int8 next, int16 x, int16 y, int16 z, int16 width, int8 numLeft, int8 numRight);
void RegisterMapObject(CTreadable *mapObject);
int32 FindNodeClosestToCoors(CVector coors, uint8 type, float distLimit, bool disabled, bool betweenLevels);
CPathNode** FindNextNodeWandering(uint8, CVector, CPathNode**, CPathNode**, uint8, uint8*);
bool IsPathObject(int id) { return id < PATHNODESIZE && (InfoForTileCars[id*12].type != 0 || InfoForTilePeds[id*12].type != 0); }
float CalcRoadDensity(float x, float y);
bool TestForPedTrafficLight(CPathNode *n1, CPathNode *n2);
bool TestCrossesRoad(CPathNode *n1, CPathNode *n2);
void AddNodeToList(CPathNode *node, int32 listId);
void RemoveNodeFromList(CPathNode *node);
void RemoveBadStartNode(CVector pos, CPathNode **nodes, int16 *n);
void SetLinksBridgeLights(float, float, float, float, bool);
void SwitchOffNodeAndNeighbours(int32 nodeId, bool disable);
void SwitchRoadsOffInArea(float x1, float x2, float y1, float y2, float z1, float z2, bool disable);
void SwitchPedRoadsOffInArea(float x1, float x2, float y1, float y2, float z1, float z2, bool disable);
void SwitchRoadsInAngledArea(float x1, float y1, float z1, float x2, float y2, float z2, float length, uint8 type, uint8 enable);
void MarkRoadsBetweenLevelsNodeAndNeighbours(int32 nodeId);
void MarkRoadsBetweenLevelsInArea(float x1, float x2, float y1, float y2, float z1, float z2);
void MarkPedRoadsBetweenLevelsInArea(float x1, float x2, float y1, float y2, float z1, float z2);
int32 FindNodeClosestToCoors(CVector coors, uint8 type, float distLimit, bool ignoreDisabled = false, bool ignoreBetweenLevels = false);
int32 FindNodeClosestToCoorsFavourDirection(CVector coors, uint8 type, float dirX, float dirY);
float FindNodeOrientationForCarPlacement(int32 nodeId);
float FindNodeOrientationForCarPlacementFacingDestination(int32 nodeId, float x, float y, bool towards);
bool NewGenerateCarCreationCoors(float x, float y, float dirX, float dirY, float spawnDist, float angleLimit, bool forward, CVector *pPosition, int32 *pNode1, int32 *pNode2, float *pPositionBetweenNodes, bool ignoreDisabled = false);
bool GeneratePedCreationCoors(float x, float y, float minDist, float maxDist, float minDistOffScreen, float maxDistOffScreen, CVector *pPosition, int32 *pNode1, int32 *pNode2, float *pPositionBetweenNodes, CMatrix *camMatrix);
CTreadable *FindRoadObjectClosestToCoors(CVector coors, uint8 type);
void FindNextNodeWandering(uint8, CVector, CPathNode**, CPathNode**, uint8, uint8*);
void DoPathSearch(uint8 type, CVector start, int32 startNodeId, CVector target, CPathNode **nodes, int16 *numNodes, int16 maxNumNodes, CVehicle *vehicle, float *dist, float distLimit, int32 forcedTargetNode);
bool TestCoorsCloseness(CVector target, uint8 type, CVector start);
void Save(uint8 *buffer, uint32 *length);
void Load(uint8 *buffer, uint32 length);
};
static_assert(sizeof(CPathFind) == 0x4c8f4, "CPathFind: error");
static_assert(sizeof(CPathFind) == 0x49bf4, "CPathFind: error");
extern CPathFind &ThePaths;

View File

@ -5,7 +5,8 @@
CPickup(&CPickups::aPickUps)[NUMPICKUPS] = *(CPickup(*)[NUMPICKUPS])*(uintptr*)0x878C98;
// 20 ?! Some Miami leftover? (Originally at 0x5ED8D4)
uint16 CPickups::ms_maxAmmosForWeapons[20] = { 0, 1, 45, 125, 25, 150, 300, 25, 5, 250, 5, 5, 0, 500, 0, 100, 0, 0, 0, 0 };
uint16 AmmoForWeapon[20] = { 0, 1, 45, 125, 25, 150, 300, 25, 5, 250, 5, 5, 0, 500, 0, 100, 0, 0, 0, 0 };
uint16 AmmoForWeapon_OnStreet[20] = { 0, 1, 9, 25, 5, 30, 60, 5, 1, 50, 1, 1, 0, 200, 0, 100, 0, 0, 0, 0 };
WRAPPER void CPickups::RenderPickUpText(void) { EAXJMP(0x432440); }
WRAPPER void CPickups::DoCollectableEffects(CEntity *ent) { EAXJMP(0x431C30); }

View File

@ -47,9 +47,11 @@ public:
static int32 GenerateNewOne_WeaponType(CVector, eWeaponType, uint8, uint32);
static CPickup (&aPickUps)[NUMPICKUPS];
static uint16 ms_maxAmmosForWeapons[20];
};
extern uint16 AmmoForWeapon[20];
extern uint16 AmmoForWeapon_OnStreet[20];
class CPacManPickups
{
public:

View File

@ -8,6 +8,7 @@ bool &CPopulation::ms_bGivePedsWeapons = *(bool*)0x95CCF6;
int32 &CPopulation::m_AllRandomPedsThisType = *(int32*)0x5FA570;
float &CPopulation::PedDensityMultiplier = *(float*)0x5FA56C;
uint32 &CPopulation::ms_nTotalMissionPeds = *(uint32*)0x8F5F70;
int32 &CPopulation::MaxNumberOfPedsInUse = *(int32*)0x5FA574;
WRAPPER void CPopulation::UpdatePedCount(uint32, bool) { EAXJMP(0x4F5A60); }
WRAPPER void CPopulation::DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool) { EAXJMP(0x4F6200); }

View File

@ -17,6 +17,7 @@ public:
static int32 &m_AllRandomPedsThisType;
static float &PedDensityMultiplier;
static uint32 &ms_nTotalMissionPeds;
static int32 &MaxNumberOfPedsInUse;
static void UpdatePedCount(uint32, bool);
static void DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool);

7
src/control/Restart.cpp Normal file
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@ -0,0 +1,7 @@
#include "common.h"
#include "patcher.h"
#include "Restart.h"
WRAPPER void CRestart::AddHospitalRestartPoint(const CVector&, float) { EAXJMP(0x436100); }
WRAPPER void CRestart::AddPoliceRestartPoint(const CVector&, float) { EAXJMP(0x436150); }
WRAPPER void CRestart::OverrideNextRestart(const CVector&, float) { EAXJMP(0x4366C0); }

9
src/control/Restart.h Normal file
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@ -0,0 +1,9 @@
#pragma once
class CRestart
{
public:
static void AddPoliceRestartPoint(const CVector&, float);
static void AddHospitalRestartPoint(const CVector&, float);
static void OverrideNextRestart(const CVector&, float);
};

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@ -0,0 +1,5 @@
#include "common.h"
#include "patcher.h"
#include "RoadBlocks.h"
WRAPPER void CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle*, int32, int16) { EAXJMP(0x4376A0); }

10
src/control/RoadBlocks.h Normal file
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@ -0,0 +1,10 @@
#pragma once
#include "common.h"
class CVehicle;
class CRoadBlocks
{
public:
static void GenerateRoadBlockCopsForCar(CVehicle*, int32, int16);
};

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@ -27,7 +27,9 @@
#include "Pools.h"
#include "Population.h"
#include "Remote.h"
#include "Restart.h"
#include "Replay.h"
#include "Shadows.h"
#include "Streaming.h"
#include "Text.h"
#include "User.h"
@ -1384,20 +1386,20 @@ void CRunningScript::UpdateCompareFlag(bool flag)
{
if (m_bNotFlag)
flag = !flag;
if (m_nAndOrState == 0){
if (m_nAndOrState == ANDOR_NONE){
m_bCondResult = flag;
return;
}
if (m_nAndOrState >= 1 && m_nAndOrState <= 8) { /* Maybe enums?*/
if (m_nAndOrState >= ANDS_1 && m_nAndOrState <= ANDS_8){
m_bCondResult &= flag;
if (m_nAndOrState == 1){
m_nAndOrState = 0;
if (m_nAndOrState == ANDS_1){
m_nAndOrState = ANDOR_NONE;
return;
}
}else if (m_nAndOrState >= 21 && m_nAndOrState <= 28){
}else if (m_nAndOrState >= ORS_1 && m_nAndOrState <= ORS_8){
m_bCondResult |= flag;
if (m_nAndOrState == 21) {
m_nAndOrState = 0;
if (m_nAndOrState == ORS_1) {
m_nAndOrState = ANDOR_NONE;
return;
}
}else{
@ -1922,7 +1924,7 @@ int8 CRunningScript::ProcessCommandsFrom100To199(int32 command)
boat->m_status = STATUS_ABANDONED;
boat->bIsLocked = true;
boat->AutoPilot.m_nCarMission = MISSION_NONE;
boat->AutoPilot.m_nAnimationId = TEMPACT_NONE; /* Animation ID? */
boat->AutoPilot.m_nTempAction = TEMPACT_NONE; /* Animation ID? */
boat->AutoPilot.m_nCruiseSpeed = boat->AutoPilot.m_fMaxTrafficSpeed = 20.0f;
CWorld::Add(boat);
handle = CPools::GetVehiclePool()->GetIndex(boat);
@ -1941,10 +1943,10 @@ int8 CRunningScript::ProcessCommandsFrom100To199(int32 command)
car->bIsLocked = true;
CCarCtrl::JoinCarWithRoadSystem(car);
car->AutoPilot.m_nCarMission = MISSION_NONE;
car->AutoPilot.m_nAnimationId = TEMPACT_NONE; /* Animation ID? */
car->AutoPilot.m_nTempAction = TEMPACT_NONE; /* Animation ID? */
car->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
car->AutoPilot.m_nCruiseSpeed = car->AutoPilot.m_fMaxTrafficSpeed = 9.0f;
car->AutoPilot.m_nPreviousLane = car->AutoPilot.m_nCurrentLane = 0;
car->AutoPilot.m_nCurrentLane = car->AutoPilot.m_nNextLane = 0;
car->bEngineOn = false;
car->m_level = CTheZones::GetLevelFromPosition(pos);
car->bHasBeenOwnedByPlayer = true;
@ -2803,7 +2805,7 @@ int8 CRunningScript::ProcessCommandsFrom200To299(int32 command)
return -1;
}
#if 1
#if 0
WRAPPER int8 CRunningScript::ProcessCommandsFrom300To399(int32 command) { EAXJMP(0x43ED30); }
#else
int8 CRunningScript::ProcessCommandsFrom300To399(int32 command)
@ -2846,6 +2848,7 @@ int8 CRunningScript::ProcessCommandsFrom300To399(int32 command)
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
assert(pVehicle);
UpdateCompareFlag(pVehicle->GetModelIndex() == ScriptParams[1]);
return 0;
}
/* Not implemented.
case COMMAND_IS_CAR_REMAP:
@ -3010,67 +3013,526 @@ int8 CRunningScript::ProcessCommandsFrom300To399(int32 command)
{
char label[12];
CTheScripts::ReadTextLabelFromScript(&m_nIp, label);
int16 zone = CTheZones::FindZoneByLabelAndReturnIndex(label);
m_nIp += 8;
CollectParameters(&m_nIp, 2);
if (zone < 0) {
debug("Couldn't find zone - %s\n", label);
return 0;
}
CTheZones::SetCarDensity(zone, ScriptParams[0], ScriptParams[1]);
return 0;
}
case COMMAND_SET_PED_DENSITY:
{
char label[12];
CTheScripts::ReadTextLabelFromScript(&m_nIp, label);
int16 zone = CTheZones::FindZoneByLabelAndReturnIndex(label);
m_nIp += 8;
CollectParameters(&m_nIp, 2);
if (zone < 0) {
debug("Couldn't find zone - %s\n", label);
return 0;
}
CTheZones::SetPedDensity(zone, ScriptParams[0], ScriptParams[1]);
return 0;
}
case COMMAND_POINT_CAMERA_AT_PLAYER:
{
CollectParameters(&m_nIp, 3);
// ScriptParams[0] is unused.
TheCamera.TakeControl(nil, ScriptParams[1], ScriptParams[2], 1);
return 0;
}
case COMMAND_POINT_CAMERA_AT_CAR:
{
CollectParameters(&m_nIp, 3);
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
assert(pVehicle);
TheCamera.TakeControl(pVehicle, ScriptParams[1], ScriptParams[2], 1);
return 0;
}
case COMMAND_POINT_CAMERA_AT_CHAR:
{
CollectParameters(&m_nIp, 3);
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
assert(pPed);
TheCamera.TakeControl(pPed, ScriptParams[1], ScriptParams[2], 1);
return 0;
}
case COMMAND_RESTORE_CAMERA:
TheCamera.Restore();
return 0;
case COMMAND_SHAKE_PAD:
CPad::GetPad(ScriptParams[0])->StartShake(ScriptParams[1], ScriptParams[2]);
return 0;
case COMMAND_SET_ZONE_PED_INFO:
{
char label[12];
CTheScripts::ReadTextLabelFromScript(&m_nIp, label);
m_nIp += 8;
CollectParameters(&m_nIp, 10);
int16 zone = CTheZones::FindZoneByLabelAndReturnIndex(label);
if (zone < 0) {
debug("Couldn't find zone - %s\n", label);
return 0;
}
CTheZones::SetZonePedInfo(zone, ScriptParams[0], ScriptParams[1], ScriptParams[2], ScriptParams[3],
ScriptParams[4], ScriptParams[5], ScriptParams[6], ScriptParams[7], ScriptParams[8], 0, 0, ScriptParams[9]);
return 0;
}
case COMMAND_SET_TIME_SCALE:
CollectParameters(&m_nIp, 1);
CTimer::SetTimeScale(*(float*)&ScriptParams[0]);
return 0;
case COMMAND_IS_CAR_IN_AIR:
{
CollectParameters(&m_nIp, 1);
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
assert(pVehicle && pVehicle->IsCar());
CAutomobile* pCar = (CAutomobile*)pVehicle;
UpdateCompareFlag(pCar->GetAllWheelsOffGround());
return 0;
}
case COMMAND_SET_FIXED_CAMERA_POSITION:
{
CollectParameters(&m_nIp, 6);
TheCamera.SetCamPositionForFixedMode(
CVector(*(float*)&ScriptParams[0], *(float*)&ScriptParams[1], *(float*)&ScriptParams[2]),
CVector(*(float*)&ScriptParams[3], *(float*)&ScriptParams[4], *(float*)&ScriptParams[5]));
return 0;
}
case COMMAND_POINT_CAMERA_AT_POINT:
{
CollectParameters(&m_nIp, 4);
CVector pos = *(CVector*)&ScriptParams[0];
if (pos.z <= -100.0f)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
TheCamera.TakeControlNoEntity(pos, ScriptParams[3], 1);
return 0;
}
case COMMAND_ADD_BLIP_FOR_CAR_OLD:
{
CollectParameters(&m_nIp, 3);
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
assert(pVehicle);
// Useless call.
CRadar::GetActualBlipArrayIndex(CollectNextParameterWithoutIncreasingPC(m_nIp));
ScriptParams[0] = CRadar::SetEntityBlip(BLIP_CAR, ScriptParams[0], ScriptParams[1], (eBlipDisplay)ScriptParams[2]);
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_ADD_BLIP_FOR_CHAR_OLD:
{
CollectParameters(&m_nIp, 3);
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
assert(pPed);
// Useless call.
CRadar::GetActualBlipArrayIndex(CollectNextParameterWithoutIncreasingPC(m_nIp));
ScriptParams[0] = CRadar::SetEntityBlip(BLIP_CHAR, ScriptParams[0], ScriptParams[1], (eBlipDisplay)ScriptParams[2]);
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_ADD_BLIP_FOR_OBJECT_OLD:
{
CollectParameters(&m_nIp, 3);
CObject* pObject = CPools::GetObjectPool()->GetAt(ScriptParams[0]);
assert(pObject);
// Useless call.
CRadar::GetActualBlipArrayIndex(CollectNextParameterWithoutIncreasingPC(m_nIp));
ScriptParams[0] = CRadar::SetEntityBlip(BLIP_OBJECT, ScriptParams[0], ScriptParams[1], (eBlipDisplay)ScriptParams[2]);
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_REMOVE_BLIP:
CollectParameters(&m_nIp, 1);
CRadar::ClearBlip(ScriptParams[0]);
return 0;
case COMMAND_CHANGE_BLIP_COLOUR:
CollectParameters(&m_nIp, 2);
CRadar::ChangeBlipColour(ScriptParams[0], ScriptParams[1]);
return 0;
case COMMAND_DIM_BLIP:
CollectParameters(&m_nIp, 2);
CRadar::ChangeBlipBrightness(ScriptParams[0], ScriptParams[1]);
return 0;
case COMMAND_ADD_BLIP_FOR_COORD_OLD:
{
CollectParameters(&m_nIp, 5);
CVector pos = *(CVector*)&ScriptParams[0];
if (pos.z <= -100.0f)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
// Useless call
CRadar::GetActualBlipArrayIndex(CollectNextParameterWithoutIncreasingPC(m_nIp));
ScriptParams[0] = CRadar::SetCoordBlip(BLIP_COORD, pos, ScriptParams[3], (eBlipDisplay)ScriptParams[4]);
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_CHANGE_BLIP_SCALE:
CollectParameters(&m_nIp, 2);
CRadar::ChangeBlipScale(ScriptParams[0], ScriptParams[1]);
return 0;
case COMMAND_SET_FADING_COLOUR:
CollectParameters(&m_nIp, 3);
TheCamera.SetFadeColour(ScriptParams[0], ScriptParams[1], ScriptParams[2]);
return 0;
case COMMAND_DO_FADE:
CollectParameters(&m_nIp, 2);
TheCamera.Fade(ScriptParams[0] / 1000.0f, ScriptParams[1]);
return 0;
case COMMAND_GET_FADING_STATUS:
UpdateCompareFlag(TheCamera.GetFading());
return 0;
case COMMAND_ADD_HOSPITAL_RESTART:
{
CollectParameters(&m_nIp, 4);
CVector pos = *(CVector*)&ScriptParams[0];
float angle = *(float*)&ScriptParams[3];
if (pos.z <= -100.0f)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
CRestart::AddHospitalRestartPoint(pos, angle);
return 0;
}
case COMMAND_ADD_POLICE_RESTART:
{
CollectParameters(&m_nIp, 4);
CVector pos = *(CVector*)&ScriptParams[0];
float angle = *(float*)&ScriptParams[3];
if (pos.z <= -100.0f)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
CRestart::AddPoliceRestartPoint(pos, angle);
return 0;
}
case COMMAND_OVERRIDE_NEXT_RESTART:
{
CollectParameters(&m_nIp, 4);
CVector pos = *(CVector*)&ScriptParams[0];
float angle = *(float*)&ScriptParams[3];
if (pos.z <= -100.0f)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
CRestart::OverrideNextRestart(pos, angle);
return 0;
}
case COMMAND_DRAW_SHADOW:
{
CollectParameters(&m_nIp, 10);
CVector pos = *(CVector*)&ScriptParams[1];
float angle = *(float*)&ScriptParams[4];
float length = *(float*)&ScriptParams[5];
float x, y;
if (angle != 0.0f){
y = cos(angle) * length;
x = sin(angle) * length;
}else{
y = length;
x = 0.0f;
}
float frontX = -x;
float frontY = y;
float sideX = y;
float sideY = x;
/* Not very nicely named intermediate variables. */
CShadows::StoreShadowToBeRendered(ScriptParams[0], &pos, frontX, frontY, sideX, sideY,
ScriptParams[6], ScriptParams[7], ScriptParams[8], ScriptParams[9]);
return 0;
}
case COMMAND_GET_PLAYER_HEADING:
{
CollectParameters(&m_nIp, 1);
CPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
float angle = pPed->bInVehicle ? pPed->m_pMyVehicle->GetForward().Heading() : pPed->GetForward().Heading();
*(float*)&ScriptParams[0] = CGeneral::LimitAngle(RADTODEG(angle));
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_SET_PLAYER_HEADING:
{
CollectParameters(&m_nIp, 2);
CPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
if (pPed->bInVehicle){
// Is assertion required?
return 0;
}
pPed->m_fRotationDest = pPed->m_fRotationCur = DEGTORAD(*(float*)&ScriptParams[1]);
pPed->SetHeading(DEGTORAD(*(float*)&ScriptParams[1]));
return 0;
}
case COMMAND_GET_CHAR_HEADING:
{
CollectParameters(&m_nIp, 1);
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
assert(pPed);
float angle = pPed->bInVehicle ? pPed->m_pMyVehicle->GetForward().Heading() : pPed->GetForward().Heading();
*(float*)&ScriptParams[0] = CGeneral::LimitAngle(RADTODEG(angle));
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_SET_CHAR_HEADING:
{
CollectParameters(&m_nIp, 2);
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
assert(pPed);
if (pPed->bInVehicle) {
// Is assertion required?
return 0;
}
pPed->m_fRotationDest = pPed->m_fRotationCur = DEGTORAD(*(float*)&ScriptParams[1]);
pPed->SetHeading(DEGTORAD(*(float*)&ScriptParams[1]));
return 0;
}
case COMMAND_GET_CAR_HEADING:
{
CollectParameters(&m_nIp, 1);
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
assert(pVehicle);
float angle = pVehicle->GetForward().Heading();
*(float*)&ScriptParams[0] = CGeneral::LimitAngle(RADTODEG(angle));
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_SET_CAR_HEADING:
{
CollectParameters(&m_nIp, 2);
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
assert(pVehicle);
pVehicle->SetHeading(DEGTORAD(*(float*)&ScriptParams[1]));
return 0;
}
case COMMAND_GET_OBJECT_HEADING:
{
CollectParameters(&m_nIp, 1);
CObject* pObject = CPools::GetObjectPool()->GetAt(ScriptParams[0]);
assert(pObject);
float angle = pObject->GetForward().Heading();
*(float*)&ScriptParams[0] = CGeneral::LimitAngle(RADTODEG(angle));
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_SET_OBJECT_HEADING:
{
CollectParameters(&m_nIp, 2);
CObject* pObject = CPools::GetObjectPool()->GetAt(ScriptParams[0]);
assert(pObject);
CWorld::Remove(pObject);
pObject->SetHeading(DEGTORAD(*(float*)&ScriptParams[1]));
pObject->GetMatrix().UpdateRW();
pObject->UpdateRwFrame();
CWorld::Add(pObject);
return 0;
}
case COMMAND_IS_PLAYER_TOUCHING_OBJECT:
{
CollectParameters(&m_nIp, 2);
CPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
CObject* pObject = CPools::GetObjectPool()->GetAt(ScriptParams[1]);
assert(pObject);
CPhysical* pEntityToTest = pPed->bInVehicle ? (CPhysical*)pPed->m_pMyVehicle : pPed;
UpdateCompareFlag(pEntityToTest->GetHasCollidedWith(pObject));
return 0;
}
case COMMAND_IS_CHAR_TOUCHING_OBJECT:
{
CollectParameters(&m_nIp, 2);
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
assert(pPed);
CObject* pObject = CPools::GetObjectPool()->GetAt(ScriptParams[1]);
assert(pObject);
CPhysical* pEntityToTest = pPed->bInVehicle ? (CPhysical*)pPed->m_pMyVehicle : pPed;
UpdateCompareFlag(pEntityToTest->GetHasCollidedWith(pObject));
return 0;
}
case COMMAND_SET_PLAYER_AMMO:
{
CollectParameters(&m_nIp, 3);
CWorld::Players[0].m_pPed->SetAmmo((eWeaponType)ScriptParams[1], ScriptParams[2]);
return 0;
}
case COMMAND_SET_CHAR_AMMO:
{
CollectParameters(&m_nIp, 3);
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
pPed->SetAmmo((eWeaponType)ScriptParams[1], ScriptParams[2]);
return 0;
}
/* Not implemented.
case COMMAND_SET_CAR_AMMO:
case COMMAND_LOAD_CAMERA_SPLINE:
case COMMAND_MOVE_CAMERA_ALONG_SPLINE:
case COMMAND_GET_CAMERA_POSITION_ALONG_SPLINE:
*/
case COMMAND_DECLARE_MISSION_FLAG:
CTheScripts::OnAMissionFlag = CTheScripts::Read2BytesFromScript(&++m_nIp);
return 0;
case COMMAND_DECLARE_MISSION_FLAG_FOR_CONTACT:
CollectParameters(&m_nIp, 1);
CTheScripts::OnAMissionForContactFlag[ScriptParams[0]] = CTheScripts::Read2BytesFromScript(&++m_nIp);
return 0;
case COMMAND_DECLARE_BASE_BRIEF_ID_FOR_CONTACT:
CollectParameters(&m_nIp, 2);
CTheScripts::BaseBriefIdForContact[ScriptParams[0]] = ScriptParams[1];
return 0;
case COMMAND_IS_PLAYER_HEALTH_GREATER:
{
CollectParameters(&m_nIp, 2);
CPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
UpdateCompareFlag(pPed->m_fHealth > ScriptParams[1]);
return 0;
}
case COMMAND_IS_CHAR_HEALTH_GREATER:
{
CollectParameters(&m_nIp, 2);
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
assert(pPed);
UpdateCompareFlag(pPed->m_fHealth > ScriptParams[1]);
return 0;
}
case COMMAND_IS_CAR_HEALTH_GREATER:
{
CollectParameters(&m_nIp, 2);
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
assert(pVehicle);
UpdateCompareFlag(pVehicle->m_fHealth > ScriptParams[1]);
return 0;
}
case COMMAND_ADD_BLIP_FOR_CAR:
{
CollectParameters(&m_nIp, 1);
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
assert(pVehicle);
// Useless call.
CRadar::GetActualBlipArrayIndex(CollectNextParameterWithoutIncreasingPC(m_nIp));
int handle = CRadar::SetEntityBlip(BLIP_CAR, ScriptParams[0], 0, BLIP_DISPLAY_BOTH);
CRadar::ChangeBlipScale(handle, 3);
ScriptParams[0] = handle;
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_ADD_BLIP_FOR_CHAR:
{
CollectParameters(&m_nIp, 1);
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
assert(pPed);
// Useless call.
CRadar::GetActualBlipArrayIndex(CollectNextParameterWithoutIncreasingPC(m_nIp));
int handle = CRadar::SetEntityBlip(BLIP_CHAR, ScriptParams[0], 0, BLIP_DISPLAY_BOTH);
CRadar::ChangeBlipScale(handle, 3);
ScriptParams[0] = handle;
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_ADD_BLIP_FOR_OBJECT:
{
CollectParameters(&m_nIp, 1);
CObject* pObject = CPools::GetObjectPool()->GetAt(ScriptParams[0]);
assert(pObject);
// Useless call.
CRadar::GetActualBlipArrayIndex(CollectNextParameterWithoutIncreasingPC(m_nIp));
int handle = CRadar::SetEntityBlip(BLIP_OBJECT, ScriptParams[0], 0, BLIP_DISPLAY_BOTH);
CRadar::ChangeBlipScale(handle, 3);
ScriptParams[0] = handle;
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_ADD_BLIP_FOR_CONTACT_POINT:
{
CollectParameters(&m_nIp, 3);
CVector pos = *(CVector*)&ScriptParams[0];
if (pos.z <= -100.0f)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
// Useless call
CRadar::GetActualBlipArrayIndex(CollectNextParameterWithoutIncreasingPC(m_nIp));
int handle = CRadar::SetCoordBlip(BLIP_COORD, pos, 2, BLIP_DISPLAY_BOTH);
CRadar::ChangeBlipScale(handle, 3);
ScriptParams[0] = handle;
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_ADD_BLIP_FOR_COORD:
{
CollectParameters(&m_nIp, 3);
CVector pos = *(CVector*)&ScriptParams[0];
if (pos.z <= -100.0f)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
// Useless call
CRadar::GetActualBlipArrayIndex(CollectNextParameterWithoutIncreasingPC(m_nIp));
int handle = CRadar::SetCoordBlip(BLIP_COORD, pos, 5, BLIP_DISPLAY_BOTH);
CRadar::ChangeBlipScale(handle, 3);
ScriptParams[0] = handle;
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_CHANGE_BLIP_DISPLAY:
CollectParameters(&m_nIp, 2);
CRadar::ChangeBlipDisplay(ScriptParams[0], (eBlipDisplay)ScriptParams[1]);
return 0;
case COMMAND_ADD_ONE_OFF_SOUND:
{
CollectParameters(&m_nIp, 4);
switch (ScriptParams[3]) {
case SCRIPT_SOUND_EVIDENCE_PICKUP:
DMAudio.PlayFrontEndSound(SOUND_EVIDENCE_PICKUP, 0);
return 0;
case SCRIPT_SOUND_UNLOAD_GOLD:
DMAudio.PlayFrontEndSound(SOUND_UNLOAD_GOLD, 0);
return 0;
case SCRIPT_SOUND_PART_MISSION_COMPLETE:
DMAudio.PlayFrontEndSound(SOUND_PART_MISSION_COMPLETE, 0);
return 0;
case SCRIPT_SOUND_RACE_START_3:
DMAudio.PlayFrontEndSound(SOUND_RACE_START_3, 0);
return 0;
case SCRIPT_SOUND_RACE_START_2:
DMAudio.PlayFrontEndSound(SOUND_RACE_START_2, 0);
return 0;
case SCRIPT_SOUND_RACE_START_1:
DMAudio.PlayFrontEndSound(SOUND_RACE_START_1, 0);
return 0;
case SCRIPT_SOUND_RACE_START_GO:
DMAudio.PlayFrontEndSound(SOUND_RACE_START_GO, 0);
return 0;
default:
break;
}
cAudioScriptObject* obj = new cAudioScriptObject();
obj->m_vecPos = *(CVector*)&ScriptParams[0];
obj->m_wSound = ScriptParams[3];
obj->m_nAudioEntityId = -5;
/* BUG: if audio is not initialized, this object will not be freed. */
/* Issue needs to be addressed in CreateOneShotScriptObject. */
DMAudio.CreateOneShotScriptObject(obj);
return 0;
}
case COMMAND_ADD_CONTINUOUS_SOUND:
{
CollectParameters(&m_nIp, 4);
cAudioScriptObject* obj = new cAudioScriptObject();
obj->m_vecPos = *(CVector*)&ScriptParams[0];
obj->m_wSound = ScriptParams[3];
obj->m_nAudioEntityId = DMAudio.CreateLoopingScriptObject(obj);
ScriptParams[0] = CPools::GetAudioScriptObjectPool()->GetIndex(obj);
StoreParameters(&m_nIp, 1);
return 0;
}
case COMMAND_REMOVE_SOUND:
{
CollectParameters(&m_nIp, 1);
cAudioScriptObject* obj = CPools::GetAudioScriptObjectPool()->GetAt(ScriptParams[0]);
if (!obj){
debug("REMOVE_SOUND - Sound doesn't exist\n");
return 0;
}
DMAudio.DestroyLoopingScriptObject(obj->m_nAudioEntityId);
delete obj;
return 0;
}
case COMMAND_IS_CAR_STUCK_ON_ROOF:
{
CollectParameters(&m_nIp, 1);
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
assert(pVehicle);
UpdateCompareFlag(CTheScripts::UpsideDownCars.HasCarBeenUpsideDownForAWhile(ScriptParams[0]));
return 0;
}
default:
assert(0);
}

View File

@ -1,5 +1,22 @@
#include "common.h"
#include "patcher.h"
#include "TrafficLights.h"
#include "Timer.h"
#include "Vehicle.h"
WRAPPER void CTrafficLights::DisplayActualLight(CEntity *ent) { EAXJMP(0x455800); }
WRAPPER bool CTrafficLights::ShouldCarStopForLight(CVehicle*, bool) { EAXJMP(0x455350); }
WRAPPER bool CTrafficLights::ShouldCarStopForBridge(CVehicle*) { EAXJMP(0x456460); }
uint8
CTrafficLights::LightForPeds(void)
{
uint32 period = CTimer::GetTimeInMilliseconds() & 0x3FFF; // Equals to % 16384
if (period >= 15384)
return PED_LIGHTS_WALK_BLINK;
else if (period >= 12000)
return PED_LIGHTS_WALK;
else
return PED_LIGHTS_DONT_WALK;
}

View File

@ -1,9 +1,19 @@
#pragma once
class CEntity;
class CVehicle;
enum {
PED_LIGHTS_WALK,
PED_LIGHTS_WALK_BLINK,
PED_LIGHTS_DONT_WALK,
};
class CTrafficLights
{
public:
static void DisplayActualLight(CEntity *ent);
static uint8 LightForPeds(void);
static bool ShouldCarStopForLight(CVehicle*, bool);
static bool ShouldCarStopForBridge(CVehicle*);
};